/Engine/Source/Runtime/Renderer/Public/PrimitiveSceneInfo.h
Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting.
class FIndirectLightingCacheAllocation
FVector
Add
Add factor for calculating UVs from position.
int32
AllocationTexelSize
Size in texels of the allocation into the volume texture atlas.
bool
bHasEverUpdatedSingleSample
Whether SingleSamplePacked has ever been populated with valid results, used to initialize.
bool
bIsDirty
Whether the primitive allocation is dirty and should be updated regardless of having moved.
bool
bPointSample
Whether this allocation is a point sample and therefore was not put into the volume texture atlas.
bool
bUnbuiltPreview
float
CurrentDirectionalShadowing
Current shadowing of the stationary directional light.
FVector4f
CurrentSkyBentNormal
Current directional occlusion of the sky.
FVector
MaxUV
Used to clamp lookup UV to a valid range for pixels outside the object's bounding box.
FIntVector
MinTexel
Block index in the volume texture atlas, can represent unallocated.
FVector
MinUV
Used to clamp lookup UV to a valid range for pixels outside the object's bounding box.
FVector
Scale
Scale factor for calculating UVs from position.
FVector4f[3]
SingleSamplePacked0
Current SH sample used when lighting the entire object with one sample.
FVector4f[3]
SingleSamplePacked1
FVector4f
SingleSamplePacked2
FVector
SingleSamplePosition
Current position of the single lighting sample. Used for interpolation over time.
float
TargetDirectionalShadowing
Target shadowing of the stationary directional light.
FVector
TargetPosition
Position at the new single lighting sample. Used for interpolation over time.
FVector4f[3]
TargetSamplePacked0
SH sample at the new single lighting sample position. Used for interpolation over time.
FVector4f[3]
TargetSamplePacked1
FVector4f
TargetSamplePacked2
FVector4f
TargetSkyBentNormal
Target directional occlusion of the sky.